Katsumi Watanabe

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27ranked-venue papers
3as first author
9since 2021 · last 2025
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 18 · 1 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 1 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 10 · 2 since 2021Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Influences of catastrophic events on ethical judgments: A case from the Great East Japan Earthquake
Katsumi Watanabe
CogSci1
2025 Influence of Imagined Human-Robot Interaction on Robot Perception
abstract
Previous research suggests that users evaluate a robot more favorably after a first-person (immersive) experience than from a third-person perspective. The present study explored how imagined human-robot interactions from different perspectives (i.e., 1st vs 3rd person perspective) would affect self-efficacy (toward the task and the robot), trust, and acceptance of the robot. Several key variables may potentially moderate the effects of perspective; we investigated different combinations of factors in order to obtain a more comprehensive understanding. Participants read hypothetical cooking vignettes involving a human-robot interaction, written from either a first-person or a third-person perspective. Additionally, we evaluate the impact of robot action (i.e., failure vs success robot performance). Evaluations of the robot and the interaction were higher after reading the successful outcome vignettes, replicating previous findings. However, perspective had no significant effect. These results suggest possible differences between actual and imagined human-robot interactions and highlight the unique impact of first-hand interaction with real robots.
Chiaki Okazaki, Risako Shirai, Raquel Salcedo-Gil, Anna-Sophie Ulfert-Blank, Katsumi Watanabe
HAI5
2024 Intentional facial expression variation per taste preference for beverages
Kae Mukai, Kensuke Nakazato, Katsumi Watanabe
CogSci3
2024 Effects of Dynamic Facial Expressions of Positive and Negative Emotions on Recognition Memory
Mika Wakui, Kae Mukai, Chihiro Saegusa, Haruko Sugiyama, Yoko Tsuchiya, Misaki Kawashima, Katsumi Watanabe
CogSci7
2024 Investigating Choking Under Pressure in Dance Performance with Motion and Physiological Information Analysis
Shuhei Tsuchida, Ayumi Ohnishi, Kae Mukai, Ken Watanabe, Katsumi Watanabe, Tsutomu Terada, Masahiko Tsukamoto
MoMM5
2023 An on-line study about recognition of improvisation theatre using audio-visual information
Yumi Hughes, Kae Mukai, Katsumi Watanabe, Kazutoshi Kudo
CogSci3
2023 Effect of combining the direction of three human-like objects on choice between two apertures
Ryosaku Makino, Kentaro Kodama, Takayuki Tomono, Katsumi Watanabe
CogSci4
2023 Influence of relative position between two persons on heart rates
Kae Mukai, Tomoko Isomura, Ryoji Onagawa, Katsumi Watanabe
CogSci4
2023 Introduction to the Special Issue on Sound in Human-Robot Interaction
abstract
INTRODUCTION: Sound is an important interaction modality and a large part of human interaction happens in the aural domain. While research in Human-Robot Interaction (HRI) has long explored spoken language for interacting with humans, sound as a broader-and, to a significant degree, nonlexical (i.e., without words)-medium has been given comparably less attention. Yet, the range of sounds that robots can produce is vast, encompassing, among others, mechanical noise, music, and utterances that mimic human and animal vocalizations with varying degrees of realism. The sound of a robot's machinery can shape our perceptions and expectations [11, 17], music serves as a medium for robots to engage and communicate [18], and shared musical experiences can strengthen the bond between humans and robots [5]. Sonifications may enhance the legibility of movement and gestures [4, 7, 15] and beep sounds may be used to communicate emotions [2, 14]. Getting closer to themargins of language, robotsmay take inspiration from non-lexical fillers such as "uh" [13, 16] and backchannels such as "mhmm" [8, 12]. More generally, pitch, intensity, and other human prosodic variations may be drawn on in robot sound design [3, 10]. The information that can be extracted from sound in a robot's environment is equally rich. Beyond the recognition of semantic content, robots use, for example, sound source localization to gain a better understanding of their environment [9], or analyze a human's voice timbre and tone to distinguish speakers [6] and detect emotion [1].
Frederic Anthony Robinson, Hannah R. M. Pelikan, Katsumi Watanabe, Luisa Damiano, Oliver Bown, Mari Velonaki
ACM Trans. Hum. Robot Interact.3
2020 Changes in cortical networks during motor imagery and action observation of walking
Naotsugu Kaneko, Hikaru Yokoyama, Yohei Masugi, Katsumi Watanabe, Kimitaka Nakazawa
CogSci4
2018 Development of Human-agent Attachment by Form of Address
abstract
Having an attachment is important to promote the utilization of electronic devices. To induce an emotional bond between people and voice interface, several companies have often named the voice interface. The present study examined whether a form of address (i.e., a way of calling a name of a voice agent or consumer) would modulate creating an attachment. Results showed that consumers reported a stronger attachment with voice agents that fit with the master-servant relationship based on the way of calling the name. Interestingly, this tendency was confirmed only for the behavioral index, but not for the subjective reports, suggesting that the form of address would implicitly affect the selection of behavior. Also, our findings indicate that increasing the emotional bond between consumers and voice agents could be modulated by the perception of the power balance during a human-agent interaction.
Miho Kitamura, Keiichi Kurata, Koji Oya, Katsumi Watanabe
HAI4
2018 AIBO Robot Mortuary Rites in the Japanese Cultural Context*
abstract
In 1999 Sony released the AlBO Entertainment Robot, selling more than 150,000 units worldwide until 2006. By 2014, Sony had stopped offering upgrades and maintenance for the product, and owners were faced with the fact their pet-like robots would “die”. Some shrines and temples in Japan hold ningyo kuyō or mass funerals for dolls and other toys. At the suggestion of a small Japanese tech-repair company called A-Fun, one temple began offering a Buddhist funeral ceremony for AIBOs. Approximately 700 AIBOs have so far received a funeral service. This paper surveys A-Fun‘s maintenance services for old AIBOs, the AIBO funerals, and Sony's new 2018 AIBO release, in the cross-disciplinary context of human-machine relations in Japan and elsewhere. Drawing on the author's interviews with key actors, it articulates links between philosophy and neuroscience to explain tendencies toward zoomorphism in robot design. Perceiving presence (sonzai kan) and sensibility (kansei) in objects is a culturally contingent phenomenon. Whereas ways of conceiving the partly animate are largely absent from Western philosophy, in the case of AIBO ownership in Japan there is a reverential mindfulness of the technology's inherent contradictions.
Elena Knox, Katsumi Watanabe
IROS2
2017 Variability in advice taking in decision making
Miho Kitamura, Katsumi Watanabe
CogSci2
2017 Bidirectional effect of emotional contagion for pain during face-to-face interaction
Aiko Murata, Tatsuya Kameda, Katsumi Watanabe
CogSci3
2017 Ethical considerations of gendering very humanlike androids from an interdisciplinary perspective
abstract
A large proportion of “very humanlike” androids are assigned aesthetics typically associated with femininity. Ethical and discriminatory issues have yet to be given in-depth attention in procedural literature. This position paper suggests that implicitly viewing humanlike robots as agents that could, in future, substitute “undesirable” and/or exploitable humans may affect not just the robots' design, but also the human demographics considered replaceable. Such tendencies must be carefully considered by researchers, businesses, and policy makers. Interdisciplinary analysis may inform and expand social and cultural negotiations in the design of these androids.
Elena Knox, Katsumi Watanabe
RO-MAN2
2016 Expectations Towards Two Robots with Different Interactive Abilities
abstract
Latest research in robotics is driven by a desire to develop systems that would allow humans to interact with robots in natural and intuitive ways. In this paper we investigate peoples' initial believes, expectations and ascribed mental capabilities of a robot when they encounter it for the first time and how these change after interacting with the robot. The differences between two robots, which differ in morphology and behavior, are compared.
Kerstin Sophie Haring, Katsumi Watanabe, David Silvera, Mari Velonaki
HRI2
2015 Perception of a humanoid robot: A cross-cultural comparison
abstract
This study focuses on differences and similarities of perception of a small humanoid robot between Japanese and Australian participants. Two conditions were investigated: participants actively interacting with the robot and bystanders observing the interaction. Experimental results suggested that, while the robot was perceived as highly likeable, Japanese participants rated the robot higher for animacy, intelligence and safety. Furthermore, passive observations of the interaction (rather than active interaction) resulted in higher ratings by Japanese participants for anthropomorphism, animacy, intelligence and safety. The findings are discussed in terms of cultural background and robot perception.
Kerstin Sophie Haring, David Silvera, Tomotaka Takahashi, Mari Velonaki, Katsumi Watanabe
RO-MAN5
2013 Object motion continuity and the flash-lag effect
Ricky K. C. Au, Katsumi Watanabe
CogSci2
2013 Implicit transfer of mirrored spatial structure in visuomotor sequence learning
Kanji Tanaka 0002, Katsumi Watanabe
CogSci2
2013 The influence of robot appearance on assessment
Kerstin Sophie Haring, Katsumi Watanabe, Céline Mougenot
HRI2
2012 The use of ACT-R to develop an attention model for simple driving tasks
Kerstin Sophie Haring, Marco Ragni, Lars Konieczny, Katsumi Watanabe
CogSci4
2012 Effects of explicit knowledge on transfer of visuomotor sequence learning
Kanji Tanaka 0002, Katsumi Watanabe
CogSci2
2011 Interface design of a central monitoring device taking cognitive aging into account
abstract
A purpose of this study is to clarify the relationship between the usability of information technology devices in business use and the cognitive characteristics of aged people. A central control room is a workplace often staffed with aging personnel. In order to investigate what kind of a decline in cognitive function of older adults affects their operational abilities, we tested participants who were then classified into three groups according to the type of decline in their cognitive characteristics: a decline in working memory (WM), a decline in visual attention (AT), or a decline in task-switching (TS). In addition, people with completely normal cognitive function were recruited as a control group. A simulator of a central monitoring device was prepared to examine performance of an inspection operation. Reaction time data showed a significant difference between the controls and the WM group (p<;.05). For the error ratio, a significant difference was seen between controls and the TS group (p<;.05). Performance on the inspection task was negatively affected by the decline in working memory and in task switching. Based on these results, we discuss a design that can compensate for such cognitive aging effects.
Keiji Ogata, Satoru Suto, Takatsune Kumada, Katsumi Watanabe, Tohru Ifukube
SMC4
2011 Feelings of animacy and pleasantness from tactile stimulation: Effect of stimulus frequency and stimulated body part
abstract
We investigated how tactile stimuli induced feelings of animacy and pleasantness in human observers. First, we developed a new tactile display that enabled limp yet powerful tactile stimulations with a wide range of frequencies. Second, we examined the induced sensation by tactile stimulation as a function of stimulus frequency and body part. We found that the feeling of animacy was dependent upon stimulus frequency. The 12 Hz stimulation induced the strongest feeling of animacy. The frequency dependence was qualitatively similar but quantitatively different between finger and wrist stimulation. In addition, the modest feeling of animacy was associated with the strong feeling of pleasantness in finger stimulation. These results suggest that tactile stimulation can induce feelings of animacy in a frequency-dependent manner and that the frequency dependence and induced emotion of tactile stimulation may differ among different body parts.
Kohske Takahashi, Hideo Mitsuhashi, Kazuhito Murata, Shin Norieda, Katsumi Watanabe
SMC5
2009 Effects of Peripheral Visual Information on Performance of Video Game with Hemi-Spherical Immersive Projection Screen
Yasuhiro Seya, Kotaro Sato, Yusuke Kimura, Akira Ookubo, Hitoshi Yamagata, Kazumi Kasahara, Fujikake Hiroya, Yuki Yamamoto, Hanako Ikeda, Katsumi Watanabe
DiGRA Conference10
2002 A spatial filtering technique for narrow angle spread multipath signals in DS/CDMA adaptive array systems
abstract
This paper proposes a spatial filtering technique to effectively receive narrow angle spread multipath signals incoming to the typical macro cell base station in DS/CDMA cellular systems. In the proposed system, a hypothetical received signal for each antenna element is generated in the receiver using the measured delay profiles and known QPSK symbol sequences, and this signal is employed for antenna weight calculation. At this stage to create high gain pointing toward all the desired multipath components in the spatial filter, phase and delay time of the measured delay profiles for the hypothetical received signal is adjusted to be equal to enhance the generated hypothetical received signal with inphase. Computer simulation confirms that the proposed algorithm can create an effective spatial filter for receiving narrow angle multipath and achieves better performance than the conventional algorithm.
Katsumi Watanabe, Seiichi Sampei, Norihiko Morinaga
PIMRC1
2000 Effect of angle spread on system capacity in DS/CDMA cellular system using adaptive array antenna
abstract
This paper evaluates the effect of angle spread on the system capacity for a DS/CDMA system using a delay profile measurement based adaptive array antenna combined with beam pattern selection diversity and carrier-to-interference plus noise (CINR) based transmit power control (TPC) techniques. In the proposed system, beam directivity is controlled by the delay profiles for each terminal measured in each antenna element. Moreover, to reduce the number of computation for the beam directivity control, the proposed system calculates the optimum beam directivity for only a limited number of terminals that locates far from the base station, and signals from the rest of the terminals are demodulated by selecting one of the most reliable adaptive array combined signals. This technique is called beam pattern diversity. For the evaluation of impact of the angle spread of the multipath components on the capacity of DS/CDMA systems with an adaptive array antenna, computer simulation is conducted. The results show that the proposed scheme gives better performance than the sector antenna systems under practical angle spread conditions; i.e. less than 10 degree, with relatively a small number of computation.
Katsumi Watanabe, Seiichi Sampei, Norihiko Morinaga
PIMRC1